Didn't draw much for this one, but I did create some kind of Device for whatever that weird entrepreneur might get up to next
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While I have a massive library of non-instructional art books I've collected over the years, there's only a handful that are actually important to me. This is one of them - so much so that I jammed my copy into my overstuffed backpack when flying back from my parents' house just so I could have it at my apartment. My back's been sore for a week.
The reason I hold this book in such high esteem is because of how it puts the relatively new field of game art into perspective, showing how concept art really just started off as crude sketches intended to communicate ideas to storytellers, designers and 3D modelers. How all of this focus on beautiful illustrations is really secondary to the core of a concept artist's job. A real eye-opener.
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Part One: The Basics
An overview of basic skills - both technical and conceptual - with exercises that you will incorporate into your regular warmups for a long time to come. No matter how skilled or experienced you are, start at Lesson 0.
Challenges and Drills
A series of drills that fit into the lessons at various times. These should not all be completed after lesson 2, but rather will be listed as recommended next steps or prerequisites as you follow the numbered lessons in order.
Part Two: Constructional Drawing
An exploration of how complex objects can be broken down into their fundamental components, then rebuilt from simple forms. We look at this concept of constructional drawing by applying it to many different topics - the focus is not on learning how to draw that specific subject matter, but rather to tackle construction from different perspectives.
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